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Returning 35 results for 'drops survival'.
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Spells
Player’s Handbook
Advantage on any Wisdom (Perception or Survival) check you make to find it.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature
Hunter's Mark
Legacy
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Spells
Basic Rules (2014)
you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn
monsters
Mordenkainen Presents: Monsters of the Multiverse
weapon the target is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to
Nature. Within 6 miles of the lair, all Wisdom (Medicine) and Wisdom (Survival) checks have disadvantage.
Slime. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Stalactites cover the ceiling of the wide tunnel that leads south (to area 5). Eight piercers lurk among them.
Any character who searches for tracks along a path can make a Wisdom (Survival) check. On a
the ceiling can avoid piercer drops by steering clear of the stalactite formations, and attempts to do so are automatically successful. If no such attempts are made, a single piercer drops on the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check
you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range. Using a Higher-Level Spell Slot
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check
you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range. Using a Higher-Level Spell Slot
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check
you make to find it. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range. Using a Higher-Level Spell Slot
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival
) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival
) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
15 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
14 (+2)
Skills Deception +4, Survival +4
Senses passive Perception 12
Languages Common, Yikaria
Challenge 3 (700 XP
.
The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the dispel evil and good
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
remain within sight of the victim for the entire hour and aren’t incapacitated during it. The process can be repeated. A Humanoid that drops to 0 hit points as a result of this damage instantly
)
Skills Perception +4, Stealth +6, Survival +2
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 14
Languages telepathy 120 ft.
Challenge 2 (450 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
characters can join the chase, try to talk people down, protect the stag, or ignore the situation, as they see fit. It can be tracked through the forest with a successful DC 10 Wisdom (Survival) check. A new
with bright golden skin. The young male either is wearing an antlered headpiece or has delicate antlers growing from his head. He drops to his knees and beseeches the characters in a dialect of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
)
CHA
6(−2)
Skills Perception +7, Stealth +8, Survival +7
Damage Resistances cold, lightning, necrotic, thunder
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from
(5d10) thunder damage, drops everything it’s holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
(+0)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws Int +2, Wis +6
Skills Athletics +1, Insight +6, Perception +6, Stealth +5, Survival +6
Senses darkvision 60 ft., passive Perception 16
unconscious, drops to 0 hit points, or dies.
While transformed, Walnut’s game statistics are replaced by the statistics of the dire wolf, except she retains her alignment, personality, and Intelligence
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
)
CON
18 (+4)
INT
12 (+1)
WIS
20 (+5)
CHA
14 (+2)
Skills Nature +11. Perception +10, Survival +10
Damage Resistances cold
Senses passive Perception 20
Languages Aquan
count against spells prepared.
Water Walk. Gar can stand and move on liquid surfaces as if they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body collapses into a pool of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
22 (+6)
INT
4 (−3)
WIS
14 (+2)
CHA
6 (−2)
Skills Perception +7, Stealth +8, Survival +7
Damage Resistances cold, lightning, necrotic, thunder
Damage Immunities
saving throw. On a failed save, a creature takes 33 (6d10) thunder damage, drops everything it’s holding, and is stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
characters can join the chase, try to talk people down, protect the stag, or ignore the situation, as they see fit. It can be tracked through the forest with a successful DC 10 Wisdom (Survival) check. A new
with bright golden skin. The young male either is wearing an antlered headpiece or has delicate antlers growing from his head. He drops to his knees and beseeches the characters in a dialect of Elvish
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Survival +6
Senses passive Perception 14
Languages Common, Yikaria
Challenge 4 (1,100 XP)
Possession (Recharges after a Short or Long Rest). The yakfolk attempts to magically possess a
uses the target’s statistics, except the target’s knowledge, class features, feats, and proficiencies.
The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
)
CHA
18 (+4)
Saving Throws Dex +5, Cha +7
Skills Deception +7, History +9, Insight +6, Survival +9
Damage Immunities cold (while wearing the Ring of Winter)
Senses passive Perception 13
him. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
companion to build up their ferocity during a fight. However, a too-easy target doesn’t rile up a companion the way being threatened by an enemy combatant in a battle for survival does. As such, the GM
, their ferocity drops to 0 and they’re no longer in a rampage. Reducing Ferocity To prevent a companion from entering a dangerous rampage, a caregiver has several options at their disposal for reducing the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
tailwind, the return trip is shorter, with the griffons able to cover roughly 80 miles a day. Dasharra expects characters to provide their own cold weather survival gear, supplies, and rations. When the
male Illuskan human bandit captain). Once Svardborg is sighted, the ship drops anchor behind a nearby iceberg. The characters can lower rowboats into the sea and use them to reach Svardborg in 30
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
catch up to them, and the drow leaders arrive not long thereafter (see “Catching Up”). If the pursuit level drops to 0, the party has eluded the drow until circumstances bring both factions into contact
pursuit level by 1 if a character spends time covering up the party’s trail that day, requiring a successful DC 16 Wisdom (Survival) check. Decrease the pursuit level by 1 each time the characters
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
, Perception +3, Stealth +7, Survival +3
Gear Light Crossbow, Rapier
Senses Passive Perception 13
Languages Common, Elvish
CR 8 (XP 3,900; PB +3)
Actions
Multiattack. Ez makes three attacks, using
Vulnerability to the chosen damage type. The curse ends early if Ez uses this action again.
If the target drops to 0 Hit Points before the curse ends, Ez can take a Bonus Action on a later turn to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, Survival +1
Senses darkvision 60 ft., passive Perception 11
Languages Common, Draconic
Challenge 1/8 (25 XP)
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least
hit. On a success, the zombie drops to 1 hit point instead.
Unusual Nature. The zombie doesn’t require air, food, drink, or sleep.
Actions
Javelin. Melee Weapon Attack: +1 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
participant drops out of the chase if its exhaustion reaches level 5, since its speed becomes 0. A creature can remove the levels of exhaustion it gained during the chase by finishing a short or long
surroundings give Itzmin advantage on this check. If the lead pursuer has proficiency in Survival, Itzmin loses advantage. The check’s result is compared to the passive Wisdom (Perception) scores of the
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead
, Stealth +6, Survival +5
Gear Leather Armor, Longbow, Shortsword
Senses Passive Perception 15
Languages Common plus one other language
CR 1/2 (XP 100; PB +2)
Actions
Multiattack. The scout makes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
confront him while he’s separated from Torrga and her other cronies. Sephek stays close to Torrga during business hours. Once activity drops off, Torrga shuts down her operation for the rest of the day
)
Skills Perception +5, Survival +5
Damage Immunities cold
Condition Immunities charmed, frightened
Senses passive Perception 15
Languages Common
Challenge 3 (700 XP)
Innate Spellcasting
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
toward the river and then turns out of sight to the east. The muddy bank of the pool looks disturbed by tracks of some kind.
A character who makes a successful DC 10 Wisdom (Survival) check
. 51. Dwarven Bridges Durgeddin’s followers built two stone bridges when they started work on the escape route through this level. The chain ladder that drops from the north ledge of area 38 ends just
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed
touches them. Corrupted Nature. Within 6 miles of the lair, all Wisdom (Medicine) and Wisdom (Survival) checks have disadvantage. Slime. Surfaces within 6 miles of the lair are frequently covered by a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
flying, a creature drops out of the chase if its exhaustion reaches level 5, since its speed becomes 0. A creature can remove the levels of exhaustion it gained during the chase by finishing a short or
same conveyance must also make this saving throw. 3 An overturned crate releases chickens and a cloud of feathers into the air. Make a DC 16 Wisdom (Survival) check to try to stay on course through the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
pursue the Last Breath, which disappears in the cosmic storm. As soon as he can, Gargenhale gives the Second Wind an edge in the hunt: The vampirate captain drops to his knees and traces a pattern on
search the storm clouds in which the Last Breath is attempting to hide. The spelljammer of the Second Wind must make a DC 15 Wisdom (Survival) check, with advantage if one or more characters are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
walls of this small cavern. The floor is covered with rock dust and tracks.
Any character who examines the tracks and succeeds on a DC 13 Wisdom (Survival) check identifies reptilian footprints mingled
directions.
Characters who search for tracks in the dust and succeed on a DC 10 Wisdom (Survival) check can determine that a lot of kobold foot traffic leads to and comes from the west, and a single
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
wagon wheel has just given out. Repairing Dabahl’s wagon takes at least 1 hour and requires a successful DC 18 Strength (Athletics) or Wisdom (Survival) check. The DC drops to 10 if the characters
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
pounds or more is placed on the elevator platform, it collapses. Any creature standing on the platform at the time drops 100 feet into area H5, taking 35 (10d6) bludgeoning damage from the fall
. The claw marks match the marks in area H4. A character who can automatically sense direction or who succeeds on a DC 12 Wisdom (Survival) check knows the tunnel leads south toward San Citlán. Dry
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
successful DC 10 Intelligence (Survival) check, a character examining the racks realizes that the village must produce far more food than the number of villagers alone would require. Villagers If the
magic armor with no obvious effects, the villagers are unlikely to notice. The fight continues until one contestant is unconscious and dying. (Allow Orcaheart to make death saving throws if he drops to 0